Factorio Runtime DocsVersion 2.0.35

ClassLuaFurnaceControlBehaviorextendsLuaGenericOnOffControlBehaviornew

Control behavior for furnaces.

Members

circuit_read_contents :: RW boolean

true if the furnace reads its ingredients contents, product contents and materials in crafting.

true if the furnace reads its ingredients contents, product contents and materials in crafting.

include_in_crafting :: RW boolean

true if the read contents should include items in crafting.

true if the read contents should include items in crafting.

include_fuel :: RW boolean

true if the read contents should include fuel (content of energy source)

true if the read contents should include fuel (content of energy source)

circuit_read_ingredients :: RW boolean

true if the furnace outputs ingredients of current recipe as a signals to circuit network.

true if the furnace outputs ingredients of current recipe as a signals to circuit network.

circuit_read_recipe_finished :: RW boolean

true if the the furnace sends a signal when the recipe finishes.

true if the the furnace sends a signal when the recipe finishes.

circuit_recipe_finished_signal :: RW SignalID?

The signal sent when the furnace finishes a recipe.

The signal sent when the furnace finishes a recipe.

circuit_read_working :: RW boolean

true if the the furnace sends a signal when it is working.

true if the the furnace sends a signal when it is working.

circuit_working_signal :: RW SignalID?

The signal sent when the furnace is working.

The signal sent when the furnace is working.

valid :: R boolean

Is this object valid? [...]

Is this object valid? [...]

object_name :: R string

The class name of this object. [...]

The class name of this object. [...]

disabled :: R boolean

If the entity is currently disabled because of the control behavior.

If the entity is currently disabled because of the control behavior.

circuit_enable_disable new :: RW boolean

true if this entity enable/disable state is controlled by circuit condition

true if this entity enable/disable state is controlled by circuit condition

circuit_condition :: RW CircuitConditionDefinition

The circuit condition. [...]

The circuit condition. [...]

connect_to_logistic_network :: RW boolean

true if this should connect to the logistic network.

true if this should connect to the logistic network.

logistic_condition :: RW CircuitConditionDefinition

The logistic condition. [...]

The logistic condition. [...]

Inherited from LuaControlBehavior
get_circuit_network(wire_connector_id) changedLuaCircuitNetwork?
type :: R defines.control_behavior.type

The concrete type of this control behavior.

The concrete type of this control behavior.

entity :: R LuaEntity

The entity this control behavior belongs to.

The entity this control behavior belongs to.

Attributes

circuit_read_contents :: Read|Write boolean  

true if the furnace reads its ingredients contents, product contents and materials in crafting.


include_in_crafting :: Read|Write boolean  

true if the read contents should include items in crafting.


include_fuel :: Read|Write boolean  

true if the read contents should include fuel (content of energy source)


circuit_read_ingredients :: Read|Write boolean  

true if the furnace outputs ingredients of current recipe as a signals to circuit network.


circuit_read_recipe_finished :: Read|Write boolean  

true if the the furnace sends a signal when the recipe finishes.


circuit_recipe_finished_signal :: Read|Write SignalID  ?

The signal sent when the furnace finishes a recipe.


circuit_read_working :: Read|Write boolean  

true if the the furnace sends a signal when it is working.


circuit_working_signal :: Read|Write SignalID  ?

The signal sent when the furnace is working.


valid :: Read boolean  

Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.


object_name :: Read string  

The class name of this object. Available even when valid is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.

Classes

Concepts

Events

Defines